The Alpha 9 Preview-Thread
#1
Posted 11 February 2012 - 04:59 PM
as february gets older the next alpha release gets closer.
i would like to accumulate pics, general news, alpha 9 related discussions (concerning rather alpha-9-specific issues), roadmap-wiki-tickets-comments and stuff here.
let it begin,
cheers!
Miles Davis
#2
Posted 11 February 2012 - 08:31 PM
It's quite likely that some of those units have changed since I filmed this.
Another video showing some of the ships that we've animated for Alpha 9:
Most of the existing rowing ships now have rowing animations.
Here's a Roman helmet I modeled and textured recently:

Before anyone comments about it being low res - in-game the helmet is tiny
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#3
Posted 11 February 2012 - 08:57 PM
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#4
Posted 12 February 2012 - 12:09 AM
And Michael, that could be some really good PR stuff. (hi-res implied)
#5
Posted 12 February 2012 - 06:55 AM
#6
Posted 12 February 2012 - 04:42 PM
now ships lacks of only 3 things:
- smooth rotation when the ship change direction
- wakes
- graphic of row that enter the water
#7 Guest_afeder_*
#8
Posted 12 February 2012 - 08:45 PM
Is there a way to treat particles different than models for when they are clipped from rendering in the view?
Wildfire Games CFO, retired artist
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#9
Posted 12 February 2012 - 09:06 PM
Aviv Sharon [ aka Jeru ]
Wildfire Games 0 A.D. PR & Social Media Contributor
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#10
Posted 12 February 2012 - 09:36 PM
afeder, on 12 February 2012 - 08:26 PM, said:
Wijitmaker, on 12 February 2012 - 08:45 PM, said:
Is there a way to treat particles different than models for when they are clipped from rendering in the view?
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#11
Posted 12 February 2012 - 10:05 PM
ribez, on 12 February 2012 - 04:42 PM, said:
now ships lacks of only 3 things:
- smooth rotation when the ship change direction
- wakes
- graphic of row that enter the water
The next improvement I'd like to see is dynamic sail animations - When a ship begins to move the sail will inflate based on the ship's speed.
historic_bruno, on 12 February 2012 - 09:36 PM, said:
Although to be fair, I was fully zoomed in when recording that video, and I doubt any gamer would be that close to the action in a real match. Since the reason it gets culled is to benefit performance, I'd leave it as it is at present
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Contact email: pureon{@}wildfiregames.com
#12
Posted 12 February 2012 - 10:58 PM
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#13
Posted 13 February 2012 - 12:56 AM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#14
Posted 13 February 2012 - 10:43 AM
Mythos_Ruler said:
I think the issue is when there is a registered "hit." The smoke from the catapult projectile instantly disappears.
#16
Posted 13 February 2012 - 07:24 PM
Ykkrosh, on 12 February 2012 - 10:58 PM, said:
I'm quite confident that the particle emitter bounds are computed correctly; I remember inspecting them during the selection box update. I believe that update also added a method to grab a recursive version of a model's box (before that I think the bounds didn't include props recursively), so perhaps there's still an old call to the non-recursive version lingering somewhere in the projectile code. I'll have a look and see if it's an easy fix.
* EDIT: committed r11062, try again now.
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‹Mythos_Ruler› Give that batch some uniforms. Batches love uniforms.
#17
Posted 14 February 2012 - 10:19 AM
ribez, on 12 February 2012 - 04:42 PM, said:
now ships lacks of only 3 things:
- smooth rotation when the ship change direction
- wakes
- graphic of row that enter the water
and a little bit of swell (sea disturbance) as it was in AOE III would be very nice!
regards!
are there any updates on q-bot?
and i think spahbod's supernice random-maps should be implemented
Miles Davis
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